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Psychokinesis - I know how you'll feel - APK & IPA Download for Android & iOS

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Screenshots

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Download Information

Psychokinesis - I know how you'll feel APK is available for Android devices. Download the latest version of the APK file and install it on your Android phone or tablet. Enjoy all features and updates directly from our app store.

Psychokinesis - I know how you'll feel IPA is available for iOS devices. Download the latest IPA file and install it on your iPhone or iPad. No Jailbreak Required Our store provides safe and fast downloads for all iOS users.

Get Psychokinesis - I know how you'll feel for your device now. Whether you need the APK for Android or the IPA for iOS, we have you covered with the latest version, free and secure.

About Psychokinesis - I know how you'll feel

This arena boss-fight was heavily inspired by N64 collectathon bosses, particularly by Army Dillo and Dogadon from Donkey Kong 64. The game was made for a 2-3 month game jam which was focused on graphics with the topics
Indirection; You cannot attack the boss directlyVolatility; In certain areas you get hacked, slightly changing your control over the robot
Story
Minds can be transferred into machines. Our enemy has taken control over a space-stationesque satellite and is currently trying to boot up the doomsday-laser. Of the two robots up there is one with a weak security protocol, we hacked it and uploaded your mind.
Please be aware that the enemy has areas with nanomachines that can hack your emotion processor, who knows to what result... Oh, and did I mention that your robot has no way of attacking on its own?
How to play
required:
* 64bit OS
* min. 2GB VRAM
* OpenGL 4.x
* on Linux: Alsa
recommended:
* headphones
* controller
* GT 1030 or better
mouse + keyboard:
* Walk with WASD/arrow keys
* Jump with Space
* camera with mouse / numpad
* exit with ESC
settings:
* Alt+A changes SSAA quality
* Alt+S changes Shadow quality
* Alt+F toggles free camera
* Alt+F11 Linux Fullscreen
* Alt+Enter Windows Fullscreen
Engine Features
Like stated above the game jam was focused on graphics. We had to write our own engines in C++ using OpenGL, trying to implement as many (nice looking) features as possible. The main ones of my implementation are
* async resource loading
* hardware PCF shadows
* area dependent shaders (the nanomachine areas)
* interpolated skeleton animation
* 3D sound
* PBR & GGX shader with cubemap reflections
* deferred shading
* SSAA & FXAA
* instanced rendering
* selective depth-prepass

Information

Seller lamelizard
Version Version 2.0.1
Released Feb 06, 2020
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